using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace MudEngine.Core
{
///
/// Collection of Roles that can be assigned to a character, either controlled or non-controlled.
///
public enum CharacterRoles
{
Admin,
Immortal,
GM,
QuestGiver,
Player,
NPC
}
public struct CharacterStats
{
public int Strength { get; set; }
public int Dexterity { get; set; }
public int Constitution { get; set; }
public int Intelligence { get; set; }
public int Wisdom { get; set; }
public int Charisma { get; set; }
public int Experience { get; set; }
}
public abstract class BaseCharacter : BaseObject, ICharacter
{
private TcpClient _ConnectedClient;
///
/// Gets the currently active game.
///
[Browsable(false)]
public BaseGame ActiveGame { get; private set; }
///
/// Gets or Sets the Role that this character has in the game.
///
[Browsable(false)]
public CharacterRoles Role { get; set; }
///
/// Gets the current stats for this character.
///
[Browsable(false)]
public CharacterStats Stats { get; protected set; }
///
/// Gets or Sets the password used to log into this character
///
[Browsable(false)]
public string Password { get; set; }
///
/// Gets or Sets if this character can move about the world or not.
///
public bool IsStatic { get; set; }
///
/// Gets if this character is controlled by Human or AI
///
public bool IsAI { get; private set; }
///
/// Gets the current location of this character within the world.
///
public IEnvironment CurrentLocation { get; private set; }
public BaseCharacter(BaseGame game)
{
this.ActiveGame = game;
this.ID = this.ActiveGame.GetAvailableID();
}
public void Initialize()
{
throw new NotImplementedException();
}
public void Update()
{
throw new NotImplementedException();
}
public abstract void OnConnect(TcpClient client);
public abstract void OnTravel(World.AvailableTravelDirections travelDirection);
public abstract void OnTalk(string message, ICharacter instigator);
public abstract void Send(string message);
}
}